/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.base;

/**
 * Character Sub-Class Definition
 * <BR>
 * Used to store key information about a character's sub-class.
 *
 * @author Tempy
 */
public final class SubClass
{
    private PlayerClass _class;
    private long _exp = Experience.LEVEL[40];
    private int _sp = 0;
    private byte _level = 40;
    private int _classIndex = 1;

    public SubClass(int classId, long exp, int sp, byte level, int classIndex)
    {
        _class = PlayerClass.values()[classId];
        _exp = exp;
        _sp = sp;
        _level = level;
        _classIndex = classIndex;
    }

    public SubClass(int classId, int classIndex)
    {
        // Used for defining a sub class using default values for XP, SP and player level.
        _class = PlayerClass.values()[classId];
        _classIndex = classIndex;
    }

    public SubClass()
    {
        // Used for specifying ALL attributes of a sub class directly,
        // using the preset default values.
    }

    public PlayerClass getClassDefinition()
    {
        return _class;
    }

    public int getClassId()
    {
        return _class.ordinal();
    }

    public long getExp()
    {
        return _exp;
    }

    public int getSp()
    {
        return _sp;
    }

    public byte getLevel()
    {
        return _level;
    }

    public int getClassIndex()
    {
        return _classIndex;
    }

    public void setClassId(int classId)
    {
        _class = PlayerClass.values()[classId];
    }

    public void setExp(long expValue)
    {
		if (expValue > Experience.LEVEL[Experience.MAX_LEVEL])
			expValue = Experience.LEVEL[Experience.MAX_LEVEL];

        _exp = expValue;
    }

    public void setSp(int spValue)
    {
        _sp = spValue;
    }

    public void setClassIndex(int classIndex)
    {
        _classIndex = classIndex;
    }

    public void setLevel(byte levelValue)
    {
        if (levelValue > (Experience.MAX_LEVEL - 1))
            levelValue = (Experience.MAX_LEVEL - 1);
        else if (levelValue < 40)
            levelValue = 40;

        _level = levelValue;
    }

    public void incLevel()
    {
        if (getLevel() == (Experience.MAX_LEVEL - 1))
            return;

        _level++;
        setExp(Experience.LEVEL[getLevel()]);
    }

    public void decLevel()
    {
        if (getLevel() == 40)
            return;

        _level--;
        setExp(Experience.LEVEL[getLevel()]);
    }
}